static void draw(struct program *p)
{
	/* set the render target */
	cso_set_framebuffer(p->cso, &p->framebuffer);

	/* clear the render target */
	p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);

	/* set misc state we care about */
	cso_set_blend(p->cso, &p->blend);
	cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
	cso_set_rasterizer(p->cso, &p->rasterizer);
	cso_set_viewport(p->cso, &p->viewport);

	/* shaders */
	cso_set_fragment_shader_handle(p->cso, p->fs);
	cso_set_vertex_shader_handle(p->cso, p->vs);

	/* vertex element data */
	cso_set_vertex_elements(p->cso, 2, p->velem);

	util_draw_vertex_buffer(p->pipe, p->cso,
	                        p->vbuf, 0,
	                        PIPE_PRIM_TRIANGLES,
	                        3,  /* verts */
	                        2); /* attribs/vert */

        p->pipe->flush(p->pipe, NULL);

	debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
}
Пример #2
0
void
renderer_draw_yuv(struct xa_context *r,
		  float src_x,
		  float src_y,
		  float src_w,
		  float src_h,
		  int dst_x,
		  int dst_y, int dst_w, int dst_h, struct xa_surface *srf[])
{
    struct pipe_context *pipe = r->pipe;
    struct pipe_resource *buf = 0;

    buf = setup_vertex_data_yuv(r,
				src_x, src_y, src_w, src_h, dst_x, dst_y, dst_w,
				dst_h, srf);

    if (buf) {
	const int num_attribs = 2;	/*pos + tex coord */

	cso_set_vertex_elements(r->cso, num_attribs, r->velems);

	util_draw_vertex_buffer(pipe, r->cso, buf, 0, PIPE_PRIM_QUADS, 4,	/* verts */
				num_attribs);	/* attribs/vert */

	pipe_resource_reference(&buf, NULL);
    }
}
Пример #3
0
static void blitter_draw_rectangle(struct blitter_context *blitter,
                                   unsigned x1, unsigned y1,
                                   unsigned x2, unsigned y2,
                                   float depth,
                                   enum blitter_attrib_type type,
                                   const union pipe_color_union *attrib)
{
   struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;

   switch (type) {
      case UTIL_BLITTER_ATTRIB_COLOR:
         blitter_set_clear_color(ctx, attrib);
         break;

      case UTIL_BLITTER_ATTRIB_TEXCOORD:
         set_texcoords_in_vertices(attrib->f, &ctx->vertices[0][1][0], 8);
         break;

      default:;
   }

   blitter_set_rectangle(ctx, x1, y1, x2, y2, depth);
   ctx->base.pipe->redefine_user_buffer(ctx->base.pipe, ctx->vbuf,
                                        0, ctx->vbuf->width0);
   util_draw_vertex_buffer(ctx->base.pipe, NULL, ctx->vbuf, 0,
                           PIPE_PRIM_TRIANGLE_FAN, 4, 2);
}
/** Draw with the filter to the set output. */
void
pp_filter_draw(struct program *p)
{
   util_draw_vertex_buffer(p->pipe, p->cso, p->vbuf, 0,
                           PIPE_PRIM_QUADS, 4, 2);
   p->pipe->flush(p->pipe, NULL);
}
Пример #5
0
/**
 * Draw screen-aligned textured quad.
 * Note: this isn't especially efficient.
 */
void 
util_draw_texquad(struct pipe_context *pipe, struct cso_context *cso,
                  uint vbuf_slot,
                  float x0, float y0, float x1, float y1, float z)
{
   uint numAttribs = 2, i, j;
   uint vertexBytes = 4 * (4 * numAttribs * sizeof(float));
   struct pipe_resource *vbuf = NULL;  
   float *v = NULL;

   v = MALLOC(vertexBytes);
   if (!v)
      goto out;

   /*
    * Load vertex buffer
    */
   for (i = j = 0; i < 4; i++) {
      v[j + 2] = z;   /* z */
      v[j + 3] = 1.0; /* w */
      v[j + 6] = 0.0; /* r */
      v[j + 7] = 1.0; /* q */
      j += 8;
   }

   v[0] = x0;
   v[1] = y0;
   v[4] = 0.0; /*s*/
   v[5] = 0.0; /*t*/

   v[8] = x1;
   v[9] = y0;
   v[12] = 1.0;
   v[13] = 0.0;

   v[16] = x1;
   v[17] = y1;
   v[20] = 1.0;
   v[21] = 1.0;

   v[24] = x0;
   v[25] = y1;
   v[28] = 0.0;
   v[29] = 1.0;
	 
   vbuf = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
                             PIPE_USAGE_STAGING, vertexBytes);
   if (!vbuf)
      goto out;
   pipe_buffer_write(pipe, vbuf, 0, vertexBytes, v);

   util_draw_vertex_buffer(pipe, cso, vbuf, vbuf_slot, 0,
                           PIPE_PRIM_TRIANGLE_FAN, 4, 2);

out:
   if (vbuf)
      pipe_resource_reference(&vbuf, NULL);
   
   FREE(v);
}
Пример #6
0
/**
 * Draw a screen-aligned quadrilateral.
 * Coords are window coords with y=0=bottom.  These will be passed
 * through unmodified to the rasterizer as we have set
 * rasterizer->bypass_vs_clip_and_viewport.
 */
static void
draw_quad(GLcontext *ctx,
          float x0, float y0, float x1, float y1, GLfloat z,
          const GLfloat color[4])
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   const GLuint max_slots = 1024 / sizeof(st->clear.vertices);
   GLuint i;

   if (st->clear.vbuf_slot >= max_slots) {
      pipe_buffer_reference(&st->clear.vbuf, NULL);
      st->clear.vbuf_slot = 0;
   }

   if (!st->clear.vbuf) {
      st->clear.vbuf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
                                          max_slots * sizeof(st->clear.vertices));
   }

   /* positions */
   st->clear.vertices[0][0][0] = x0;
   st->clear.vertices[0][0][1] = y0;

   st->clear.vertices[1][0][0] = x1;
   st->clear.vertices[1][0][1] = y0;

   st->clear.vertices[2][0][0] = x1;
   st->clear.vertices[2][0][1] = y1;

   st->clear.vertices[3][0][0] = x0;
   st->clear.vertices[3][0][1] = y1;

   /* same for all verts: */
   for (i = 0; i < 4; i++) {
      st->clear.vertices[i][0][2] = z;
      st->clear.vertices[i][0][3] = 1.0;
      st->clear.vertices[i][1][0] = color[0];
      st->clear.vertices[i][1][1] = color[1];
      st->clear.vertices[i][1][2] = color[2];
      st->clear.vertices[i][1][3] = color[3];
   }

   /* put vertex data into vbuf */
   st_no_flush_pipe_buffer_write(st, st->clear.vbuf,
				 st->clear.vbuf_slot * sizeof(st->clear.vertices),
				 sizeof(st->clear.vertices),
				 st->clear.vertices);

   /* draw */
   util_draw_vertex_buffer(pipe, 
                           st->clear.vbuf, 
                           st->clear.vbuf_slot * sizeof(st->clear.vertices),
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           2); /* attribs/vert */

   /* Increment slot */
   st->clear.vbuf_slot++;
}
Пример #7
0
void r600_draw_rectangle(struct blitter_context *blitter,
			 int x1, int y1, int x2, int y2, float depth,
			 enum blitter_attrib_type type,
			 const union pipe_color_union *attrib)
{
	struct r600_common_context *rctx =
		(struct r600_common_context*)util_blitter_get_pipe(blitter);
	struct pipe_viewport_state viewport;
	struct pipe_resource *buf = NULL;
	unsigned offset = 0;
	float *vb;

	if (type == UTIL_BLITTER_ATTRIB_TEXCOORD) {
		util_blitter_draw_rectangle(blitter, x1, y1, x2, y2, depth, type, attrib);
		return;
	}

	/* Some operations (like color resolve on r6xx) don't work
	 * with the conventional primitive types.
	 * One that works is PT_RECTLIST, which we use here. */

	/* setup viewport */
	viewport.scale[0] = 1.0f;
	viewport.scale[1] = 1.0f;
	viewport.scale[2] = 1.0f;
	viewport.translate[0] = 0.0f;
	viewport.translate[1] = 0.0f;
	viewport.translate[2] = 0.0f;
	rctx->b.set_viewport_states(&rctx->b, 0, 1, &viewport);

	/* Upload vertices. The hw rectangle has only 3 vertices,
	 * I guess the 4th one is derived from the first 3.
	 * The vertex specification should match u_blitter's vertex element state. */
	u_upload_alloc(rctx->uploader, 0, sizeof(float) * 24, &offset, &buf, (void**)&vb);
	vb[0] = x1;
	vb[1] = y1;
	vb[2] = depth;
	vb[3] = 1;

	vb[8] = x1;
	vb[9] = y2;
	vb[10] = depth;
	vb[11] = 1;

	vb[16] = x2;
	vb[17] = y1;
	vb[18] = depth;
	vb[19] = 1;

	if (attrib) {
		memcpy(vb+4, attrib->f, sizeof(float)*4);
		memcpy(vb+12, attrib->f, sizeof(float)*4);
		memcpy(vb+20, attrib->f, sizeof(float)*4);
	}

	/* draw */
	util_draw_vertex_buffer(&rctx->b, NULL, buf, blitter->vb_slot, offset,
				R600_PRIM_RECTANGLE_LIST, 3, 2);
	pipe_resource_reference(&buf, NULL);
}
Пример #8
0
/**
 * Draw a screen-aligned quadrilateral.
 * Coords are clip coords with y=0=bottom.
 */
static void
draw_quad(struct st_context *st,
          float x0, float y0, float x1, float y1, GLfloat z,
          const union pipe_color_union *color)
{
   struct pipe_context *pipe = st->pipe;
   struct pipe_resource *vbuf = NULL;
   GLuint i, offset;
   float (*vertices)[2][4];  /**< vertex pos + color */

   u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), &offset, &vbuf,
		  (void**)&vertices);
   if (!vbuf) {
      return;
   }

   /* positions */
   vertices[0][0][0] = x0;
   vertices[0][0][1] = y0;

   vertices[1][0][0] = x1;
   vertices[1][0][1] = y0;

   vertices[2][0][0] = x1;
   vertices[2][0][1] = y1;

   vertices[3][0][0] = x0;
   vertices[3][0][1] = y1;

   /* same for all verts: */
   for (i = 0; i < 4; i++) {
      vertices[i][0][2] = z;
      vertices[i][0][3] = 1.0;
      vertices[i][1][0] = color->f[0];
      vertices[i][1][1] = color->f[1];
      vertices[i][1][2] = color->f[2];
      vertices[i][1][3] = color->f[3];
   }

   u_upload_unmap(st->uploader);

   /* draw */
   util_draw_vertex_buffer(pipe,
                           st->cso_context,
                           vbuf, offset,
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           2); /* attribs/vert */

   pipe_resource_reference(&vbuf, NULL);
}
Пример #9
0
/**
 * Draw renderer quad.
 */
static void renderer_quad_draw(struct renderer *r)
{
   struct pipe_resource *buf;

   buf = pipe_user_buffer_create(r->pipe->screen,
                                 r->vertices,
                                 sizeof(r->vertices),
                                 PIPE_BIND_VERTEX_BUFFER);
   if (buf) {
      util_draw_vertex_buffer(r->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              Elements(r->vertices),     /* verts */
                              Elements(r->vertices[0])); /* attribs/vert */

      pipe_resource_reference(&buf, NULL);
   }
}
Пример #10
0
void renderer_draw_quad(struct renderer *r,
                        VGfloat x1, VGfloat y1,
                        VGfloat x2, VGfloat y2,
                        VGfloat depth)
{
   struct pipe_buffer *buf;

   buf = setup_vertex_data(r, x1, y1, x2, y2, depth);

   if (buf) {
      util_draw_vertex_buffer(r->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference( &buf,
                             NULL );
   }
}
Пример #11
0
void renderer_texture_quad(struct renderer *r,
                           struct pipe_texture *tex,
                           VGfloat x1offset, VGfloat y1offset,
                           VGfloat x2offset, VGfloat y2offset,
                           VGfloat x1, VGfloat y1,
                           VGfloat x2, VGfloat y2,
                           VGfloat x3, VGfloat y3,
                           VGfloat x4, VGfloat y4)
{
   struct pipe_context *pipe = r->pipe;
   struct pipe_buffer *buf;
   VGfloat s0, t0, s1, t1;

   assert(tex->width0 != 0);
   assert(tex->height0 != 0);

   s0 = x1offset / tex->width0;
   s1 = x2offset / tex->width0;
   t0 = y1offset / tex->height0;
   t1 = y2offset / tex->height0;

   cso_save_vertex_shader(r->cso);
   /* shaders */
   cso_set_vertex_shader_handle(r->cso, vg_texture_vs(r->owner));

   /* draw quad */
   buf = setup_vertex_data_qtex(r, x1, y1, x2, y2, x3, y3, x4, y4,
                          s0, t0, s1, t1, 0.0f);

   if (buf) {
      util_draw_vertex_buffer(pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference(&buf,
                            NULL);
   }

   cso_restore_vertex_shader(r->cso);
}
Пример #12
0
static INLINE void
renderer_draw(struct xa_context *r)
{
    struct pipe_context *pipe = r->pipe;
    struct pipe_resource *buf = 0;
    int num_verts = r->buffer_size / (r->attrs_per_vertex * NUM_COMPONENTS);

    if (!r->buffer_size)
	return;

    buf = renderer_buffer_create(r);

    if (buf) {
	cso_set_vertex_elements(r->cso, r->attrs_per_vertex, r->velems);

	util_draw_vertex_buffer(pipe, r->cso, buf, 0, PIPE_PRIM_QUADS, num_verts,	/* verts */
				r->attrs_per_vertex);	/* attribs/vert */

	pipe_resource_reference(&buf, NULL);
    }
}
Пример #13
0
static void draw(struct program *p)
{
	const struct pipe_sampler_state *samplers[] = {&p->sampler};

	/* set the render target */
	cso_set_framebuffer(p->cso, &p->framebuffer);

	/* clear the render target */
	p->pipe->clear(p->pipe, PIPE_CLEAR_COLOR, &p->clear_color, 0, 0);

	/* set misc state we care about */
	cso_set_blend(p->cso, &p->blend);
	cso_set_depth_stencil_alpha(p->cso, &p->depthstencil);
	cso_set_rasterizer(p->cso, &p->rasterizer);
	cso_set_viewport(p->cso, &p->viewport);

	/* sampler */
	cso_set_samplers(p->cso, PIPE_SHADER_FRAGMENT, 1, samplers);

	/* texture sampler view */
	cso_set_sampler_views(p->cso, PIPE_SHADER_FRAGMENT, 1, &p->view);

	/* shaders */
	cso_set_fragment_shader_handle(p->cso, p->fs);
	cso_set_vertex_shader_handle(p->cso, p->vs);

	/* vertex element data */
	cso_set_vertex_elements(p->cso, 2, p->velem);

	util_draw_vertex_buffer(p->pipe, p->cso,
	                        p->vbuf, 0, 0,
	                        PIPE_PRIM_QUADS,
	                        4,  /* verts */
	                        2); /* attribs/vert */

        p->pipe->flush(p->pipe, NULL, 0);

	debug_dump_surface_bmp(p->pipe, "result.bmp", p->framebuffer.cbufs[0]);
}
Пример #14
0
static INLINE void
renderer_draw(struct xorg_renderer *r)
{
   struct pipe_context *pipe = r->pipe;
   struct pipe_buffer *buf = 0;
   int num_verts = r->buffer_size/(r->attrs_per_vertex * NUM_COMPONENTS);

   if (!r->buffer_size)
      return;

   buf = renderer_buffer_create(r);


   if (buf) {
      util_draw_vertex_buffer(pipe, buf, 0,
                              PIPE_PRIM_QUADS,
                              num_verts,  /* verts */
                              r->attrs_per_vertex); /* attribs/vert */

      pipe_buffer_reference(&buf, NULL);
   }
}
Пример #15
0
void renderer_draw_yuv(struct xorg_renderer *r,
                       int src_x, int src_y, int src_w, int src_h,
                       int dst_x, int dst_y, int dst_w, int dst_h,
                       struct pipe_texture **textures)
{
   struct pipe_context *pipe = r->pipe;
   struct pipe_buffer *buf = 0;

   buf = setup_vertex_data_yuv(r,
                               src_x, src_y, src_w, src_h,
                               dst_x, dst_y, dst_w, dst_h,
                               textures);

   if (buf) {
      const int num_attribs = 2; /*pos + tex coord*/

      util_draw_vertex_buffer(pipe, buf, 0,
                              PIPE_PRIM_QUADS,
                              4,  /* verts */
                              num_attribs); /* attribs/vert */

      pipe_buffer_reference(&buf, NULL);
   }
}
Пример #16
0
static void
st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
           GLfloat width, GLfloat height)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = ctx->st->cso_context;
   struct pipe_resource *vbuffer;
   struct pipe_transfer *vbuffer_transfer;
   GLuint i, numTexCoords, numAttribs;
   GLboolean emitColor;
   uint semantic_names[2 + MAX_TEXTURE_UNITS];
   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
   struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
   GLbitfield inputs = VERT_BIT_POS;

   st_validate_state(st);

   /* determine if we need vertex color */
   if (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_COL0)
      emitColor = GL_TRUE;
   else
      emitColor = GL_FALSE;

   /* determine how many enabled sets of texcoords */
   numTexCoords = 0;
   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
      if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
         inputs |= VERT_BIT_TEX(i);
         numTexCoords++;
      }
   }

   /* total number of attributes per vertex */
   numAttribs = 1 + emitColor + numTexCoords;


   /* create the vertex buffer */
   vbuffer = pipe_buffer_create(pipe->screen, PIPE_BIND_VERTEX_BUFFER,
                                PIPE_USAGE_STREAM,
                                numAttribs * 4 * 4 * sizeof(GLfloat));

   /* load vertex buffer */
   {
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
      do {                                                              \
         GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
         assert(k < 4 * 4 * numAttribs);                                \
         vbuf[k + 0] = X;                                               \
         vbuf[k + 1] = Y;                                               \
         vbuf[k + 2] = Z;                                               \
         vbuf[k + 3] = W;                                               \
      } while (0)

      const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
      GLfloat *vbuf = (GLfloat *) pipe_buffer_map(pipe, vbuffer,
                                                  PIPE_TRANSFER_WRITE,
                                                  &vbuffer_transfer);
      GLuint attr;
      
      z = CLAMP(z, 0.0f, 1.0f);

      /* positions (in clip coords) */
      {
         const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
         const GLfloat fb_width = (GLfloat)fb->Width;
         const GLfloat fb_height = (GLfloat)fb->Height;

         const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
         const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);

         SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
         SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
         SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
         SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */

         semantic_names[0] = TGSI_SEMANTIC_POSITION;
         semantic_indexes[0] = 0;
      }

      /* colors */
      if (emitColor) {
         const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
         SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
         semantic_names[1] = TGSI_SEMANTIC_COLOR;
         semantic_indexes[1] = 0;
         attr = 2;
      }
      else {
         attr = 1;
      }

      /* texcoords */
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
         if (ctx->Texture.Unit[i]._ReallyEnabled & TEXTURE_2D_BIT) {
            struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
            struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
            const GLfloat wt = (GLfloat) img->Width;
            const GLfloat ht = (GLfloat) img->Height;
            const GLfloat s0 = obj->CropRect[0] / wt;
            const GLfloat t0 = obj->CropRect[1] / ht;
            const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
            const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;

            /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
            SET_ATTRIB(0, attr, s0, t0, 0.0f, 1.0f);  /* lower left */
            SET_ATTRIB(1, attr, s1, t0, 0.0f, 1.0f);  /* lower right */
            SET_ATTRIB(2, attr, s1, t1, 0.0f, 1.0f);  /* upper right */
            SET_ATTRIB(3, attr, s0, t1, 0.0f, 1.0f);  /* upper left */

            semantic_names[attr] = TGSI_SEMANTIC_GENERIC;
            semantic_indexes[attr] = 0;

            attr++;
         }
      }

      pipe_buffer_unmap(pipe, vbuffer_transfer);

#undef SET_ATTRIB
   }


   cso_save_viewport(cso);
   cso_save_vertex_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_vertex_buffers(cso);

   {
      void *vs = lookup_shader(pipe, numAttribs,
                               semantic_names, semantic_indexes);
      cso_set_vertex_shader_handle(cso, vs);
   }

   for (i = 0; i < numAttribs; i++) {
      velements[i].src_offset = i * 4 * sizeof(float);
      velements[i].instance_divisor = 0;
      velements[i].vertex_buffer_index = 0;
      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }
   cso_set_vertex_elements(cso, numAttribs, velements);

   /* viewport state: viewport matching window dims */
   {
      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      const GLfloat width = (GLfloat)fb->Width;
      const GLfloat height = (GLfloat)fb->Height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 1.0f;
      vp.scale[3] = 1.0f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.0f;
      vp.translate[3] = 0.0f;
      cso_set_viewport(cso, &vp);
   }


   util_draw_vertex_buffer(pipe, cso, vbuffer,
                           0,  /* offset */
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           numAttribs); /* attribs/vert */


   pipe_resource_reference(&vbuffer, NULL);

   /* restore state */
   cso_restore_viewport(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_vertex_buffers(cso);
}
Пример #17
0
/**
 * Draw quad with texcoords and optional color.
 * Coords are gallium window coords with y=0=top.
 * \param color  may be null
 * \param invertTex  if true, flip texcoords vertically
 */
static void
draw_quad(struct gl_context *ctx, GLfloat x0, GLfloat y0, GLfloat z,
          GLfloat x1, GLfloat y1, const GLfloat *color,
          GLboolean invertTex, GLfloat maxXcoord, GLfloat maxYcoord)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */

   /* setup vertex data */
   {
      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
      const GLfloat fb_width = (GLfloat) fb->Width;
      const GLfloat fb_height = (GLfloat) fb->Height;
      const GLfloat clip_x0 = x0 / fb_width * 2.0f - 1.0f;
      const GLfloat clip_y0 = y0 / fb_height * 2.0f - 1.0f;
      const GLfloat clip_x1 = x1 / fb_width * 2.0f - 1.0f;
      const GLfloat clip_y1 = y1 / fb_height * 2.0f - 1.0f;
      const GLfloat sLeft = 0.0f, sRight = maxXcoord;
      const GLfloat tTop = invertTex ? maxYcoord : 0.0f;
      const GLfloat tBot = invertTex ? 0.0f : maxYcoord;
      GLuint i;

      /* upper-left */
      verts[0][0][0] = clip_x0;    /* v[0].attr[0].x */
      verts[0][0][1] = clip_y0;    /* v[0].attr[0].y */

      /* upper-right */
      verts[1][0][0] = clip_x1;
      verts[1][0][1] = clip_y0;

      /* lower-right */
      verts[2][0][0] = clip_x1;
      verts[2][0][1] = clip_y1;

      /* lower-left */
      verts[3][0][0] = clip_x0;
      verts[3][0][1] = clip_y1;

      verts[0][1][0] = sLeft; /* v[0].attr[1].S */
      verts[0][1][1] = tTop;  /* v[0].attr[1].T */
      verts[1][1][0] = sRight;
      verts[1][1][1] = tTop;
      verts[2][1][0] = sRight;
      verts[2][1][1] = tBot;
      verts[3][1][0] = sLeft;
      verts[3][1][1] = tBot;

      /* same for all verts: */
      if (color) {
         for (i = 0; i < 4; i++) {
            verts[i][0][2] = z;         /* v[i].attr[0].z */
            verts[i][0][3] = 1.0f;      /* v[i].attr[0].w */
            verts[i][2][0] = color[0];  /* v[i].attr[2].r */
            verts[i][2][1] = color[1];  /* v[i].attr[2].g */
            verts[i][2][2] = color[2];  /* v[i].attr[2].b */
            verts[i][2][3] = color[3];  /* v[i].attr[2].a */
            verts[i][1][2] = 0.0f;      /* v[i].attr[1].R */
            verts[i][1][3] = 1.0f;      /* v[i].attr[1].Q */
         }
      }
      else {
         for (i = 0; i < 4; i++) {
            verts[i][0][2] = z;    /*Z*/
            verts[i][0][3] = 1.0f; /*W*/
            verts[i][1][2] = 0.0f; /*R*/
            verts[i][1][3] = 1.0f; /*Q*/
         }
      }
   }

   {
      struct pipe_resource *buf;

      /* allocate/load buffer object with vertex data */
      buf = pipe_buffer_create(pipe->screen,
			       PIPE_BIND_VERTEX_BUFFER,
			       PIPE_USAGE_STATIC,
                               sizeof(verts));
      pipe_buffer_write(st->pipe, buf, 0, sizeof(verts), verts);

      util_draw_vertex_buffer(pipe, st->cso_context, buf, 0,
                              PIPE_PRIM_QUADS,
                              4,  /* verts */
                              3); /* attribs/vert */
      pipe_resource_reference(&buf, NULL);
   }
}
Пример #18
0
/**
 * Copy pixel block from src sampler view to dst surface.
 *
 * The sampler view's first_level field indicates the source
 * mipmap level to use.
 *
 * The sampler view's first_layer indicate the layer to use, but for
 * cube maps it must point to the first face.  Face is passed in src_face.
 *
 * The main advantage over util_blit_pixels is that it allows to specify
 * swizzles in pipe_sampler_view::swizzle_?.
 *
 * But there is no control over blitting Z and/or stencil.
 */
void
util_blit_pixels_tex(struct blit_state *ctx,
                     struct pipe_sampler_view *src_sampler_view,
                     int srcX0, int srcY0,
                     int srcX1, int srcY1,
                     unsigned src_face,
                     struct pipe_surface *dst,
                     int dstX0, int dstY0,
                     int dstX1, int dstY1,
                     float z, enum pipe_tex_filter filter,
                     boolean src_xrbias)
{
   boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
   struct pipe_framebuffer_state fb;
   float s0, t0, s1, t1;
   unsigned offset;
   struct pipe_resource *tex = src_sampler_view->texture;

   assert(filter == PIPE_TEX_FILTER_NEAREST ||
          filter == PIPE_TEX_FILTER_LINEAR);

   assert(tex);
   assert(tex->width0 != 0);
   assert(tex->height0 != 0);

   s0 = (float) srcX0;
   s1 = (float) srcX1;
   t0 = (float) srcY0;
   t1 = (float) srcY1;

   if (normalized) {
      /* normalize according to the mipmap level's size */
      int level = src_sampler_view->u.tex.first_level;
      float w = (float) u_minify(tex->width0, level);
      float h = (float) u_minify(tex->height0, level);
      s0 /= w;
      s1 /= w;
      t0 /= h;
      t1 /= h;
   }

   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
                                                 PIPE_TEXTURE_2D,
                                                 dst->texture->nr_samples,
                                                 PIPE_BIND_RENDER_TARGET));

   /* save state (restored below) */
   cso_save_state(ctx->cso, (CSO_BIT_BLEND |
                             CSO_BIT_DEPTH_STENCIL_ALPHA |
                             CSO_BIT_RASTERIZER |
                             CSO_BIT_SAMPLE_MASK |
                             CSO_BIT_MIN_SAMPLES |
                             CSO_BIT_FRAGMENT_SAMPLERS |
                             CSO_BIT_FRAGMENT_SAMPLER_VIEWS |
                             CSO_BIT_STREAM_OUTPUTS |
                             CSO_BIT_VIEWPORT |
                             CSO_BIT_FRAMEBUFFER |
                             CSO_BIT_PAUSE_QUERIES |
                             CSO_BIT_FRAGMENT_SHADER |
                             CSO_BIT_VERTEX_SHADER |
                             CSO_BIT_TESSCTRL_SHADER |
                             CSO_BIT_TESSEVAL_SHADER |
                             CSO_BIT_GEOMETRY_SHADER |
                             CSO_BIT_VERTEX_ELEMENTS |
                             CSO_BIT_AUX_VERTEX_BUFFER_SLOT));

   /* set misc state we care about */
   cso_set_blend(ctx->cso, &ctx->blend_write_color);
   cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
   cso_set_sample_mask(ctx->cso, ~0);
   cso_set_min_samples(ctx->cso, 1);
   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);

   /* sampler */
   ctx->sampler.normalized_coords = normalized;
   ctx->sampler.min_img_filter = filter;
   ctx->sampler.mag_img_filter = filter;
   {
      const struct pipe_sampler_state *samplers[] = {&ctx->sampler};
      cso_set_samplers(ctx->cso, PIPE_SHADER_FRAGMENT, 1, samplers);
   }

   /* viewport */
   ctx->viewport.scale[0] = 0.5f * dst->width;
   ctx->viewport.scale[1] = 0.5f * dst->height;
   ctx->viewport.scale[2] = 0.5f;
   ctx->viewport.translate[0] = 0.5f * dst->width;
   ctx->viewport.translate[1] = 0.5f * dst->height;
   ctx->viewport.translate[2] = 0.5f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   /* texture */
   cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);

   /* shaders */
   set_fragment_shader(ctx, src_sampler_view->format,
                       src_xrbias,
                       src_sampler_view->texture->target);
   set_vertex_shader(ctx);
   cso_set_tessctrl_shader_handle(ctx->cso, NULL);
   cso_set_tesseval_shader_handle(ctx->cso, NULL);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst->width;
   fb.height = dst->height;
   fb.nr_cbufs = 1;
   fb.cbufs[0] = dst;
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   offset = setup_vertex_data_tex(ctx,
                                  src_sampler_view->texture->target,
                                  src_face,
                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
                                  s0, t0, s1, t1,
                                  z);

   util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
                           cso_get_aux_vertex_buffer_slot(ctx->cso),
                           offset,
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           2); /* attribs/vert */

   /* restore state we changed */
   cso_restore_state(ctx->cso);
}
Пример #19
0
/**
 * Copy pixel block from src surface to dst surface.
 * Overlapping regions are acceptable.
 * Flipping and stretching are supported.
 * \param filter  one of PIPE_TEX_MIPFILTER_NEAREST/LINEAR
 * \param writemask  controls which channels in the dest surface are sourced
 *                   from the src surface.  Disabled channels are sourced
 *                   from (0,0,0,1).
 */
void
util_blit_pixels(struct blit_state *ctx,
                 struct pipe_resource *src_tex,
                 unsigned src_level,
                 int srcX0, int srcY0,
                 int srcX1, int srcY1,
                 int srcZ0,
                 struct pipe_surface *dst,
                 int dstX0, int dstY0,
                 int dstX1, int dstY1,
                 float z, uint filter,
                 uint writemask, uint zs_writemask)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   enum pipe_format src_format, dst_format;
   struct pipe_sampler_view *sampler_view = NULL;
   struct pipe_sampler_view sv_templ;
   struct pipe_surface *dst_surface;
   struct pipe_framebuffer_state fb;
   const int srcW = abs(srcX1 - srcX0);
   const int srcH = abs(srcY1 - srcY0);
   unsigned offset;
   boolean overlap;
   float s0, t0, s1, t1;
   boolean normalized;
   boolean is_stencil, is_depth, blit_depth, blit_stencil;
   const struct util_format_description *src_desc =
         util_format_description(src_tex->format);

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   assert(src_level <= src_tex->last_level);

   /* do the regions overlap? */
   overlap = src_tex == dst->texture &&
             dst->u.tex.level == src_level &&
             dst->u.tex.first_layer == srcZ0 &&
      regions_overlap(srcX0, srcY0, srcX1, srcY1,
                      dstX0, dstY0, dstX1, dstY1);

   src_format = util_format_linear(src_tex->format);
   dst_format = util_format_linear(dst->texture->format);

   /* See whether we will blit depth or stencil. */
   is_depth = util_format_has_depth(src_desc);
   is_stencil = util_format_has_stencil(src_desc);

   blit_depth = is_depth && (zs_writemask & BLIT_WRITEMASK_Z);
   blit_stencil = is_stencil && (zs_writemask & BLIT_WRITEMASK_STENCIL);

   assert((writemask && !zs_writemask && !is_depth && !is_stencil) ||
          (!writemask && (blit_depth || blit_stencil)));

   /*
    * Check for simple case:  no format conversion, no flipping, no stretching,
    * no overlapping, same number of samples.
    * Filter mode should not matter since there's no stretching.
    */
   if (formats_compatible(src_format, dst_format) &&
       src_tex->nr_samples == dst->texture->nr_samples &&
       is_stencil == blit_stencil &&
       is_depth == blit_depth &&
       srcX0 < srcX1 &&
       dstX0 < dstX1 &&
       srcY0 < srcY1 &&
       dstY0 < dstY1 &&
       (dstX1 - dstX0) == (srcX1 - srcX0) &&
       (dstY1 - dstY0) == (srcY1 - srcY0) &&
       !overlap) {
      struct pipe_box src_box;
      src_box.x = srcX0;
      src_box.y = srcY0;
      src_box.z = srcZ0;
      src_box.width = srcW;
      src_box.height = srcH;
      src_box.depth = 1;
      pipe->resource_copy_region(pipe,
                                 dst->texture, dst->u.tex.level,
                                 dstX0, dstY0, dst->u.tex.first_layer,/* dest */
                                 src_tex, src_level,
                                 &src_box);
      return;
   }

   /* XXX Reading multisample textures is unimplemented. */
   assert(src_tex->nr_samples <= 1);
   if (src_tex->nr_samples > 1) {
      return;
   }

   /* It's a mistake to call this function with a stencil format and
    * without shader stencil export. We don't do software fallbacks here.
    * Ignore stencil and only copy depth.
    */
   if (blit_stencil && !ctx->has_stencil_export) {
      blit_stencil = FALSE;

      if (!blit_depth)
         return;
   }

   if (dst_format == dst->format) {
      dst_surface = dst;
   } else {
      struct pipe_surface templ = *dst;
      templ.format = dst_format;
      dst_surface = pipe->create_surface(pipe, dst->texture, &templ);
   }

   /* Create a temporary texture when src and dest alias.
    */
   if (src_tex == dst_surface->texture &&
       dst_surface->u.tex.level == src_level &&
       dst_surface->u.tex.first_layer == srcZ0) {
      /* Make a temporary texture which contains a copy of the source pixels.
       * Then we'll sample from the temporary texture.
       */
      struct pipe_resource texTemp;
      struct pipe_resource *tex;
      struct pipe_sampler_view sv_templ;
      struct pipe_box src_box;
      const int srcLeft = MIN2(srcX0, srcX1);
      const int srcTop = MIN2(srcY0, srcY1);

      if (srcLeft != srcX0) {
         /* left-right flip */
         int tmp = dstX0;
         dstX0 = dstX1;
         dstX1 = tmp;
      }

      if (srcTop != srcY0) {
         /* up-down flip */
         int tmp = dstY0;
         dstY0 = dstY1;
         dstY1 = tmp;
      }

      /* create temp texture */
      memset(&texTemp, 0, sizeof(texTemp));
      texTemp.target = ctx->internal_target;
      texTemp.format = src_format;
      texTemp.last_level = 0;
      texTemp.width0 = srcW;
      texTemp.height0 = srcH;
      texTemp.depth0 = 1;
      texTemp.array_size = 1;
      texTemp.bind = PIPE_BIND_SAMPLER_VIEW;

      tex = screen->resource_create(screen, &texTemp);
      if (!tex)
         return;

      src_box.x = srcLeft;
      src_box.y = srcTop;
      src_box.z = srcZ0;
      src_box.width = srcW;
      src_box.height = srcH;
      src_box.depth = 1;
      /* load temp texture */
      pipe->resource_copy_region(pipe,
                                 tex, 0, 0, 0, 0,  /* dest */
                                 src_tex, src_level, &src_box);

      normalized = tex->target != PIPE_TEXTURE_RECT;
      if(normalized) {
         s0 = 0.0f;
         s1 = 1.0f;
         t0 = 0.0f;
         t1 = 1.0f;
      }
      else {
         s0 = 0;
         s1 = srcW;
         t0 = 0;
         t1 = srcH;
      }

      u_sampler_view_default_template(&sv_templ, tex, tex->format);
      if (!blit_depth && blit_stencil) {
         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
         sv_templ.format = util_format_stencil_only(tex->format);
         assert(sv_templ.format != PIPE_FORMAT_NONE);
      }
      sampler_view = pipe->create_sampler_view(pipe, tex, &sv_templ);

      if (!sampler_view) {
         pipe_resource_reference(&tex, NULL);
         return;
      }
      pipe_resource_reference(&tex, NULL);
   }
   else {
      /* Directly sample from the source resource/texture */
      u_sampler_view_default_template(&sv_templ, src_tex, src_format);
      if (!blit_depth && blit_stencil) {
         /* set a stencil-only format, e.g. Z24S8 --> X24S8 */
         sv_templ.format = util_format_stencil_only(src_format);
         assert(sv_templ.format != PIPE_FORMAT_NONE);
      }
      sampler_view = pipe->create_sampler_view(pipe, src_tex, &sv_templ);

      if (!sampler_view) {
         return;
      }

      s0 = srcX0;
      s1 = srcX1;
      t0 = srcY0;
      t1 = srcY1;
      normalized = sampler_view->texture->target != PIPE_TEXTURE_RECT;
      if(normalized)
      {
         s0 /= (float)(u_minify(sampler_view->texture->width0, src_level));
         s1 /= (float)(u_minify(sampler_view->texture->width0, src_level));
         t0 /= (float)(u_minify(sampler_view->texture->height0, src_level));
         t1 /= (float)(u_minify(sampler_view->texture->height0, src_level));
      }
   }

   assert(screen->is_format_supported(screen, sampler_view->format,
                     ctx->internal_target, sampler_view->texture->nr_samples,
                     PIPE_BIND_SAMPLER_VIEW));
   assert(screen->is_format_supported(screen, dst_format, ctx->internal_target,
                     dst_surface->texture->nr_samples,
                     is_depth || is_stencil ? PIPE_BIND_DEPTH_STENCIL :
                                              PIPE_BIND_RENDER_TARGET));

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_sample_mask(ctx->cso);
   cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_stream_outputs(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_aux_vertex_buffer_slot(ctx->cso);
   cso_save_render_condition(ctx->cso);

   /* set misc state we care about */
   if (writemask)
      cso_set_blend(ctx->cso, &ctx->blend_write_color);
   else
      cso_set_blend(ctx->cso, &ctx->blend_keep_color);

   cso_set_sample_mask(ctx->cso, ~0);
   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);
   cso_set_render_condition(ctx->cso, NULL, 0);

   /* default sampler state */
   ctx->sampler.normalized_coords = normalized;
   ctx->sampler.min_img_filter = filter;
   ctx->sampler.mag_img_filter = filter;
   ctx->sampler.min_lod = src_level;
   ctx->sampler.max_lod = src_level;

   /* Depth stencil state, fragment shader and sampler setup depending on what
    * we blit.
    */
   if (blit_depth && blit_stencil) {
      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
      /* don't filter stencil */
      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &ctx->sampler);

      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depthstencil);
      set_depthstencil_fragment_shader(ctx, sampler_view->texture->target);
   }
   else if (blit_depth) {
      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_depth);
      set_depth_fragment_shader(ctx, sampler_view->texture->target);
   }
   else if (blit_stencil) {
      /* don't filter stencil */
      ctx->sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      ctx->sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);

      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_write_stencil);
      set_stencil_fragment_shader(ctx, sampler_view->texture->target);
   }
   else { /* color */
      cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
      cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
      set_fragment_shader(ctx, writemask, sampler_view->texture->target);
   }
   cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);

   /* textures */
   if (blit_depth && blit_stencil) {
      /* Setup two samplers, one for depth and the other one for stencil. */
      struct pipe_sampler_view templ;
      struct pipe_sampler_view *views[2];

      templ = *sampler_view;
      templ.format = util_format_stencil_only(templ.format);
      assert(templ.format != PIPE_FORMAT_NONE);

      views[0] = sampler_view;
      views[1] = pipe->create_sampler_view(pipe, views[0]->texture, &templ);
      cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 2, views);

      pipe_sampler_view_reference(&views[1], NULL);
   }
   else {
      cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &sampler_view);
   }

   /* viewport */
   ctx->viewport.scale[0] = 0.5f * dst_surface->width;
   ctx->viewport.scale[1] = 0.5f * dst_surface->height;
   ctx->viewport.scale[2] = 0.5f;
   ctx->viewport.scale[3] = 1.0f;
   ctx->viewport.translate[0] = 0.5f * dst_surface->width;
   ctx->viewport.translate[1] = 0.5f * dst_surface->height;
   ctx->viewport.translate[2] = 0.5f;
   ctx->viewport.translate[3] = 0.0f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst_surface->width;
   fb.height = dst_surface->height;
   if (blit_depth || blit_stencil) {
      fb.zsbuf = dst_surface;
   } else {
      fb.nr_cbufs = 1;
      fb.cbufs[0] = dst_surface;
   }
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   offset = setup_vertex_data_tex(ctx,
                                  (float) dstX0 / dst_surface->width * 2.0f - 1.0f,
                                  (float) dstY0 / dst_surface->height * 2.0f - 1.0f,
                                  (float) dstX1 / dst_surface->width * 2.0f - 1.0f,
                                  (float) dstY1 / dst_surface->height * 2.0f - 1.0f,
                                  s0, t0,
                                  s1, t1,
                                  z);

   if (ctx->vbuf) {
      util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
                              cso_get_aux_vertex_buffer_slot(ctx->cso),
                              offset,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */
   }

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_depth_stencil_alpha(ctx->cso);
   cso_restore_rasterizer(ctx->cso);
   cso_restore_sample_mask(ctx->cso);
   cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_viewport(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_aux_vertex_buffer_slot(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);
   cso_restore_render_condition(ctx->cso);

   pipe_sampler_view_reference(&sampler_view, NULL);
   if (dst_surface != dst)
      pipe_surface_reference(&dst_surface, NULL);
}
Пример #20
0
void renderer_copy_texture(struct renderer *ctx,
                           struct pipe_texture *src,
                           VGfloat sx1, VGfloat sy1,
                           VGfloat sx2, VGfloat sy2,
                           struct pipe_texture *dst,
                           VGfloat dx1, VGfloat dy1,
                           VGfloat dx2, VGfloat dy2)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_buffer *buf;
   struct pipe_surface *dst_surf = screen->get_tex_surface(
      screen, dst, 0, 0, 0,
      PIPE_BUFFER_USAGE_GPU_WRITE);
   struct pipe_framebuffer_state fb;
   float s0, t0, s1, t1;

   assert(src->width0 != 0);
   assert(src->height0 != 0);
   assert(dst->width0 != 0);
   assert(dst->height0 != 0);

#if 0
   debug_printf("copy texture [%f, %f, %f, %f], [%f, %f, %f, %f]\n",
                sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2);
#endif

#if 1
   s0 = sx1 / src->width0;
   s1 = sx2 / src->width0;
   t0 = sy1 / src->height0;
   t1 = sy2 / src->height0;
#else
   s0 = 0;
   s1 = 1;
   t0 = 0;
   t1 = 1;
#endif

   assert(screen->is_format_supported(screen, dst_surf->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_sampler_textures(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);

   cso_save_viewport(ctx->cso);


   /* set misc state we care about */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].colormask = PIPE_MASK_RGBA;
      cso_set_blend(ctx->cso, &blend);
   }

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(ctx->cso, 0, &sampler);
      cso_single_sampler_done(ctx->cso);
   }

   vg_set_viewport(ctx->owner, VEGA_Y0_TOP);

   /* texture */
   cso_set_sampler_textures(ctx->cso, 1, &src);

   /* shaders */
   cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));
   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst_surf->width;
   fb.height = dst_surf->height;
   fb.nr_cbufs = 1;
   fb.cbufs[0] = dst_surf;
   {
      VGint i;
      for (i = 1; i < PIPE_MAX_COLOR_BUFS; ++i)
         fb.cbufs[i] = 0;
   }
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   buf = setup_vertex_data_tex(ctx,
                         dx1, dy1,
                         dx2, dy2,
                         s0, t0, s1, t1,
                         0.0f);

   if (buf) {
      util_draw_vertex_buffer(ctx->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference( &buf,
                             NULL );
   }

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_samplers(ctx->cso);
   cso_restore_sampler_textures(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_viewport(ctx->cso);

   pipe_surface_reference(&dst_surf, NULL);
}
Пример #21
0
/**
 * Render a glBitmap by drawing a textured quad
 */
static void
draw_bitmap_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
                 GLsizei width, GLsizei height,
                 struct pipe_sampler_view *sv,
                 const GLfloat *color)
{
   struct st_context *st = st_context(ctx);
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct st_fp_variant *fpv;
   struct st_fp_variant_key key;
   GLuint maxSize;
   GLuint offset;
   struct pipe_resource *vbuf = NULL;

   memset(&key, 0, sizeof(key));
   key.st = st;
   key.bitmap = GL_TRUE;
   key.clamp_color = st->clamp_frag_color_in_shader &&
                     st->ctx->Color._ClampFragmentColor;

   fpv = st_get_fp_variant(st, st->fp, &key);

   /* As an optimization, Mesa's fragment programs will sometimes get the
    * primary color from a statevar/constant rather than a varying variable.
    * when that's the case, we need to ensure that we use the 'color'
    * parameter and not the current attribute color (which may have changed
    * through glRasterPos and state validation.
    * So, we force the proper color here.  Not elegant, but it works.
    */
   {
      GLfloat colorSave[4];
      COPY_4V(colorSave, ctx->Current.Attrib[VERT_ATTRIB_COLOR0]);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], color);
      st_upload_constants(st, fpv->parameters, PIPE_SHADER_FRAGMENT);
      COPY_4V(ctx->Current.Attrib[VERT_ATTRIB_COLOR0], colorSave);
   }


   /* limit checks */
   /* XXX if the bitmap is larger than the max texture size, break
    * it up into chunks.
    */
   maxSize = 1 << (pipe->screen->get_param(pipe->screen,
                                    PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);
   assert(width <= (GLsizei)maxSize);
   assert(height <= (GLsizei)maxSize);

   cso_save_rasterizer(cso);
   cso_save_samplers(cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(cso, PIPE_SHADER_FRAGMENT);
   cso_save_viewport(cso);
   cso_save_fragment_shader(cso);
   cso_save_stream_outputs(cso);
   cso_save_vertex_shader(cso);
   cso_save_tessctrl_shader(cso);
   cso_save_tesseval_shader(cso);
   cso_save_geometry_shader(cso);
   cso_save_vertex_elements(cso);
   cso_save_aux_vertex_buffer_slot(cso);

   /* rasterizer state: just scissor */
   st->bitmap.rasterizer.scissor = ctx->Scissor.EnableFlags & 1;
   cso_set_rasterizer(cso, &st->bitmap.rasterizer);

   /* fragment shader state: TEX lookup program */
   cso_set_fragment_shader_handle(cso, fpv->driver_shader);

   /* vertex shader state: position + texcoord pass-through */
   cso_set_vertex_shader_handle(cso, st->bitmap.vs);

   /* disable other shaders */
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);
   cso_set_geometry_shader_handle(cso, NULL);

   /* user samplers, plus our bitmap sampler */
   {
      struct pipe_sampler_state *samplers[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1,
                      st->state.num_samplers[PIPE_SHADER_FRAGMENT]);
      uint i;
      for (i = 0; i < st->state.num_samplers[PIPE_SHADER_FRAGMENT]; i++) {
         samplers[i] = &st->state.samplers[PIPE_SHADER_FRAGMENT][i];
      }
      samplers[fpv->bitmap_sampler] =
         &st->bitmap.samplers[sv->texture->target != PIPE_TEXTURE_RECT];
      cso_set_samplers(cso, PIPE_SHADER_FRAGMENT, num,
                       (const struct pipe_sampler_state **) samplers);
   }

   /* user textures, plus the bitmap texture */
   {
      struct pipe_sampler_view *sampler_views[PIPE_MAX_SAMPLERS];
      uint num = MAX2(fpv->bitmap_sampler + 1,
                      st->state.num_sampler_views[PIPE_SHADER_FRAGMENT]);
      memcpy(sampler_views, st->state.sampler_views[PIPE_SHADER_FRAGMENT],
             sizeof(sampler_views));
      sampler_views[fpv->bitmap_sampler] = sv;
      cso_set_sampler_views(cso, PIPE_SHADER_FRAGMENT, num, sampler_views);
   }

   /* viewport state: viewport matching window dims */
   {
      const GLboolean invert = st->state.fb_orientation == Y_0_TOP;
      const GLfloat width = (GLfloat)st->state.framebuffer.width;
      const GLfloat height = (GLfloat)st->state.framebuffer.height;
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 0.5f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.5f;
      cso_set_viewport(cso, &vp);
   }

   cso_set_vertex_elements(cso, 3, st->velems_util_draw);
   cso_set_stream_outputs(st->cso_context, 0, NULL, NULL);

   /* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
   z = z * 2.0f - 1.0f;

   /* draw textured quad */
   setup_bitmap_vertex_data(st, sv->texture->target != PIPE_TEXTURE_RECT,
			    x, y, width, height, z, color, &vbuf, &offset);

   if (vbuf) {
      util_draw_vertex_buffer(pipe, st->cso_context, vbuf,
                              cso_get_aux_vertex_buffer_slot(st->cso_context),
                              offset,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              3); /* attribs/vert */
   }

   /* restore state */
   cso_restore_rasterizer(cso);
   cso_restore_samplers(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(cso, PIPE_SHADER_FRAGMENT);
   cso_restore_viewport(cso);
   cso_restore_fragment_shader(cso);
   cso_restore_vertex_shader(cso);
   cso_restore_tessctrl_shader(cso);
   cso_restore_tesseval_shader(cso);
   cso_restore_geometry_shader(cso);
   cso_restore_vertex_elements(cso);
   cso_restore_aux_vertex_buffer_slot(cso);
   cso_restore_stream_outputs(cso);

   pipe_resource_reference(&vbuf, NULL);
}
Пример #22
0
void renderer_copy_surface(struct renderer *ctx,
                           struct pipe_surface *src,
                           int srcX0, int srcY0,
                           int srcX1, int srcY1,
                           struct pipe_surface *dst,
                           int dstX0, int dstY0,
                           int dstX1, int dstY1,
                           float z, unsigned filter)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_buffer *buf;
   struct pipe_texture texTemp, *tex;
   struct pipe_surface *texSurf;
   struct pipe_framebuffer_state fb;
   struct st_framebuffer *stfb = ctx->owner->draw_buffer;
   const int srcW = abs(srcX1 - srcX0);
   const int srcH = abs(srcY1 - srcY0);
   const int srcLeft = MIN2(srcX0, srcX1);
   const int srcTop = MIN2(srcY0, srcY1);

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   if (srcLeft != srcX0) {
      /* left-right flip */
      int tmp = dstX0;
      dstX0 = dstX1;
      dstX1 = tmp;
   }

   if (srcTop != srcY0) {
      /* up-down flip */
      int tmp = dstY0;
      dstY0 = dstY1;
      dstY1 = tmp;
   }

   assert(screen->is_format_supported(screen, src->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_SAMPLER, 0));
   assert(screen->is_format_supported(screen, dst->format, PIPE_TEXTURE_2D,
                                      PIPE_TEXTURE_USAGE_RENDER_TARGET, 0));

   /*
    * XXX for now we're always creating a temporary texture.
    * Strictly speaking that's not always needed.
    */

   /* create temp texture */
   memset(&texTemp, 0, sizeof(texTemp));
   texTemp.target = PIPE_TEXTURE_2D;
   texTemp.format = src->format;
   texTemp.last_level = 0;
   texTemp.width0 = srcW;
   texTemp.height0 = srcH;
   texTemp.depth0 = 1;

   tex = screen->texture_create(screen, &texTemp);
   if (!tex)
      return;

   texSurf = screen->get_tex_surface(screen, tex, 0, 0, 0,
                                     PIPE_BUFFER_USAGE_GPU_WRITE);

   /* load temp texture */
   if (pipe->surface_copy) {
      pipe->surface_copy(pipe,
                         texSurf, 0, 0,   /* dest */
                         src, srcLeft, srcTop, /* src */
                         srcW, srcH);     /* size */
   } else {
      util_surface_copy(pipe, FALSE,
                        texSurf, 0, 0,   /* dest */
                        src, srcLeft, srcTop, /* src */
                        srcW, srcH);     /* size */
   }

   /* free the surface, update the texture if necessary.*/
   screen->tex_surface_destroy(texSurf);

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_samplers(ctx->cso);
   cso_save_sampler_textures(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_viewport(ctx->cso);

   /* set misc state we care about */
   {
      struct pipe_blend_state blend;
      memset(&blend, 0, sizeof(blend));
      blend.rt[0].rgb_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].alpha_src_factor = PIPE_BLENDFACTOR_ONE;
      blend.rt[0].rgb_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].alpha_dst_factor = PIPE_BLENDFACTOR_ZERO;
      blend.rt[0].colormask = PIPE_MASK_RGBA;
      cso_set_blend(ctx->cso, &blend);
   }

   vg_set_viewport(ctx->owner, VEGA_Y0_TOP);

   /* sampler */
   {
      struct pipe_sampler_state sampler;
      memset(&sampler, 0, sizeof(sampler));
      sampler.wrap_s = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_t = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.wrap_r = PIPE_TEX_WRAP_CLAMP_TO_EDGE;
      sampler.min_mip_filter = PIPE_TEX_MIPFILTER_NONE;
      sampler.min_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.mag_img_filter = PIPE_TEX_FILTER_NEAREST;
      sampler.normalized_coords = 1;
      cso_single_sampler(ctx->cso, 0, &sampler);
      cso_single_sampler_done(ctx->cso);
   }

   /* texture */
   cso_set_sampler_textures(ctx->cso, 1, &tex);

   /* shaders */
   cso_set_fragment_shader_handle(ctx->cso, ctx->fs);
   cso_set_vertex_shader_handle(ctx->cso, vg_texture_vs(ctx->owner));

   /* drawing dest */
   if (stfb->strb->surface != dst) {
      memset(&fb, 0, sizeof(fb));
      fb.width = dst->width;
      fb.height = dst->height;
      fb.nr_cbufs = 1;
      fb.cbufs[0] = dst;
      fb.zsbuf = stfb->dsrb->surface;
      cso_set_framebuffer(ctx->cso, &fb);
   }

   /* draw quad */
   buf = setup_vertex_data(ctx,
                           (float) dstX0, (float) dstY0,
                           (float) dstX1, (float) dstY1, z);

   if (buf) {
      util_draw_vertex_buffer(ctx->pipe, buf, 0,
                              PIPE_PRIM_TRIANGLE_FAN,
                              4,  /* verts */
                              2); /* attribs/vert */

      pipe_buffer_reference( &buf,
                             NULL );
   }


   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_samplers(ctx->cso);
   cso_restore_sampler_textures(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_viewport(ctx->cso);

   pipe_texture_reference(&tex, NULL);
}
Пример #23
0
static void
st_DrawTex(struct gl_context *ctx, GLfloat x, GLfloat y, GLfloat z,
           GLfloat width, GLfloat height)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = st->pipe;
   struct cso_context *cso = st->cso_context;
   struct pipe_resource *vbuffer = NULL;
   GLuint i, numTexCoords, numAttribs;
   GLboolean emitColor;
   uint semantic_names[2 + MAX_TEXTURE_UNITS];
   uint semantic_indexes[2 + MAX_TEXTURE_UNITS];
   struct pipe_vertex_element velements[2 + MAX_TEXTURE_UNITS];
   unsigned offset;

   st_flush_bitmap_cache(st);
   st_invalidate_readpix_cache(st);

   st_validate_state(st, ST_PIPELINE_RENDER);

   /* determine if we need vertex color */
   if (ctx->FragmentProgram._Current->info.inputs_read & VARYING_BIT_COL0)
      emitColor = GL_TRUE;
   else
      emitColor = GL_FALSE;

   /* determine how many enabled sets of texcoords */
   numTexCoords = 0;
   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
      if (ctx->Texture.Unit[i]._Current &&
          ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
         numTexCoords++;
      }
   }

   /* total number of attributes per vertex */
   numAttribs = 1 + emitColor + numTexCoords;

   /* load vertex buffer */
   {
#define SET_ATTRIB(VERT, ATTR, X, Y, Z, W)                              \
      do {                                                              \
         GLuint k = (((VERT) * numAttribs + (ATTR)) * 4);               \
         assert(k < 4 * 4 * numAttribs);                                \
         vbuf[k + 0] = X;                                               \
         vbuf[k + 1] = Y;                                               \
         vbuf[k + 2] = Z;                                               \
         vbuf[k + 3] = W;                                               \
      } while (0)

      const GLfloat x0 = x, y0 = y, x1 = x + width, y1 = y + height;
      GLfloat *vbuf = NULL;
      GLuint tex_attr;

      u_upload_alloc(pipe->stream_uploader, 0,
                     numAttribs * 4 * 4 * sizeof(GLfloat), 4,
                     &offset, &vbuffer, (void **) &vbuf);
      if (!vbuffer) {
         return;
      }

      z = CLAMP(z, 0.0f, 1.0f);

      /* positions (in clip coords) */
      {
         const struct gl_framebuffer *fb = ctx->DrawBuffer;
         const GLfloat fb_width = (GLfloat)_mesa_geometric_width(fb);
         const GLfloat fb_height = (GLfloat)_mesa_geometric_height(fb);

         const GLfloat clip_x0 = (GLfloat)(x0 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y0 = (GLfloat)(y0 / fb_height * 2.0 - 1.0);
         const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
         const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);

         SET_ATTRIB(0, 0, clip_x0, clip_y0, z, 1.0f);   /* lower left */
         SET_ATTRIB(1, 0, clip_x1, clip_y0, z, 1.0f);   /* lower right */
         SET_ATTRIB(2, 0, clip_x1, clip_y1, z, 1.0f);   /* upper right */
         SET_ATTRIB(3, 0, clip_x0, clip_y1, z, 1.0f);   /* upper left */

         semantic_names[0] = TGSI_SEMANTIC_POSITION;
         semantic_indexes[0] = 0;
      }

      /* colors */
      if (emitColor) {
         const GLfloat *c = ctx->Current.Attrib[VERT_ATTRIB_COLOR0];
         SET_ATTRIB(0, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(1, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(2, 1, c[0], c[1], c[2], c[3]);
         SET_ATTRIB(3, 1, c[0], c[1], c[2], c[3]);
         semantic_names[1] = TGSI_SEMANTIC_COLOR;
         semantic_indexes[1] = 0;
         tex_attr = 2;
      }
      else {
         tex_attr = 1;
      }

      /* texcoords */
      for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
         if (ctx->Texture.Unit[i]._Current &&
             ctx->Texture.Unit[i]._Current->Target == GL_TEXTURE_2D) {
            struct gl_texture_object *obj = ctx->Texture.Unit[i]._Current;
            const struct gl_texture_image *img = _mesa_base_tex_image(obj);
            const GLfloat wt = (GLfloat) img->Width;
            const GLfloat ht = (GLfloat) img->Height;
            const GLfloat s0 = obj->CropRect[0] / wt;
            const GLfloat t0 = obj->CropRect[1] / ht;
            const GLfloat s1 = (obj->CropRect[0] + obj->CropRect[2]) / wt;
            const GLfloat t1 = (obj->CropRect[1] + obj->CropRect[3]) / ht;

            /*printf("crop texcoords: %g, %g .. %g, %g\n", s0, t0, s1, t1);*/
            SET_ATTRIB(0, tex_attr, s0, t0, 0.0f, 1.0f);  /* lower left */
            SET_ATTRIB(1, tex_attr, s1, t0, 0.0f, 1.0f);  /* lower right */
            SET_ATTRIB(2, tex_attr, s1, t1, 0.0f, 1.0f);  /* upper right */
            SET_ATTRIB(3, tex_attr, s0, t1, 0.0f, 1.0f);  /* upper left */

            semantic_names[tex_attr] = st->needs_texcoord_semantic ?
               TGSI_SEMANTIC_TEXCOORD : TGSI_SEMANTIC_GENERIC;
            /* XXX: should this use semantic index i instead of 0 ? */
            semantic_indexes[tex_attr] = 0;

            tex_attr++;
         }
      }

      u_upload_unmap(pipe->stream_uploader);

#undef SET_ATTRIB
   }

   cso_save_state(cso, (CSO_BIT_VIEWPORT |
                        CSO_BIT_STREAM_OUTPUTS |
                        CSO_BIT_VERTEX_SHADER |
                        CSO_BIT_TESSCTRL_SHADER |
                        CSO_BIT_TESSEVAL_SHADER |
                        CSO_BIT_GEOMETRY_SHADER |
                        CSO_BIT_VERTEX_ELEMENTS |
                        CSO_BIT_AUX_VERTEX_BUFFER_SLOT));

   {
      void *vs = lookup_shader(pipe, numAttribs,
                               semantic_names, semantic_indexes);
      cso_set_vertex_shader_handle(cso, vs);
   }
   cso_set_tessctrl_shader_handle(cso, NULL);
   cso_set_tesseval_shader_handle(cso, NULL);
   cso_set_geometry_shader_handle(cso, NULL);

   for (i = 0; i < numAttribs; i++) {
      velements[i].src_offset = i * 4 * sizeof(float);
      velements[i].instance_divisor = 0;
      velements[i].vertex_buffer_index = 0;
      velements[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
   }
   cso_set_vertex_elements(cso, numAttribs, velements);
   cso_set_stream_outputs(cso, 0, NULL, NULL);

   /* viewport state: viewport matching window dims */
   {
      const struct gl_framebuffer *fb = ctx->DrawBuffer;
      const GLboolean invert = (st_fb_orientation(fb) == Y_0_TOP);
      const GLfloat width = (GLfloat)_mesa_geometric_width(fb);
      const GLfloat height = (GLfloat)_mesa_geometric_height(fb);
      struct pipe_viewport_state vp;
      vp.scale[0] =  0.5f * width;
      vp.scale[1] = height * (invert ? -0.5f : 0.5f);
      vp.scale[2] = 1.0f;
      vp.translate[0] = 0.5f * width;
      vp.translate[1] = 0.5f * height;
      vp.translate[2] = 0.0f;
      cso_set_viewport(cso, &vp);
   }

   util_draw_vertex_buffer(pipe, cso, vbuffer,
			   cso_get_aux_vertex_buffer_slot(cso),
                           offset,  /* offset */
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           numAttribs); /* attribs/vert */

   pipe_resource_reference(&vbuffer, NULL);

   /* restore state */
   cso_restore_state(cso);
}
Пример #24
0
/**
 * Copy pixel block from src sampler view to dst surface.
 *
 * The sampler view's first_level field indicates the source
 * mipmap level to use.
 *
 * The sampler view's first_layer indicate the layer to use, but for
 * cube maps it must point to the first face.  Face is passed in src_face.
 *
 * The main advantage over util_blit_pixels is that it allows to specify swizzles in
 * pipe_sampler_view::swizzle_?.
 *
 * But there is no control over blitting Z and/or stencil.
 */
void
util_blit_pixels_tex(struct blit_state *ctx,
                     struct pipe_sampler_view *src_sampler_view,
                     int srcX0, int srcY0,
                     int srcX1, int srcY1,
                     unsigned src_face,
                     struct pipe_surface *dst,
                     int dstX0, int dstY0,
                     int dstX1, int dstY1,
                     float z, uint filter)
{
   boolean normalized = src_sampler_view->texture->target != PIPE_TEXTURE_RECT;
   struct pipe_framebuffer_state fb;
   float s0, t0, s1, t1;
   unsigned offset;
   struct pipe_resource *tex = src_sampler_view->texture;

   assert(filter == PIPE_TEX_MIPFILTER_NEAREST ||
          filter == PIPE_TEX_MIPFILTER_LINEAR);

   assert(tex);
   assert(tex->width0 != 0);
   assert(tex->height0 != 0);

   s0 = (float) srcX0;
   s1 = (float) srcX1;
   t0 = (float) srcY0;
   t1 = (float) srcY1;

   if(normalized)
   {
      /* normalize according to the mipmap level's size */
      int level = src_sampler_view->u.tex.first_level;
      float w = (float) u_minify(tex->width0, level);
      float h = (float) u_minify(tex->height0, level);
      s0 /= w;
      s1 /= w;
      t0 /= h;
      t1 /= h;
   }

   assert(ctx->pipe->screen->is_format_supported(ctx->pipe->screen, dst->format,
                                                 PIPE_TEXTURE_2D,
                                                 dst->texture->nr_samples,
                                                 PIPE_BIND_RENDER_TARGET));

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_sample_mask(ctx->cso);
   cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_stream_outputs(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_aux_vertex_buffer_slot(ctx->cso);

   /* set misc state we care about */
   cso_set_blend(ctx->cso, &ctx->blend_write_color);
   cso_set_depth_stencil_alpha(ctx->cso, &ctx->dsa_keep_depthstencil);
   cso_set_sample_mask(ctx->cso, ~0);
   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, 0);

   /* sampler */
   ctx->sampler.normalized_coords = normalized;
   ctx->sampler.min_img_filter = filter;
   ctx->sampler.mag_img_filter = filter;
   cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
   cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);

   /* viewport */
   ctx->viewport.scale[0] = 0.5f * dst->width;
   ctx->viewport.scale[1] = 0.5f * dst->height;
   ctx->viewport.scale[2] = 0.5f;
   ctx->viewport.scale[3] = 1.0f;
   ctx->viewport.translate[0] = 0.5f * dst->width;
   ctx->viewport.translate[1] = 0.5f * dst->height;
   ctx->viewport.translate[2] = 0.5f;
   ctx->viewport.translate[3] = 0.0f;
   cso_set_viewport(ctx->cso, &ctx->viewport);

   /* texture */
   cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &src_sampler_view);

   /* shaders */
   set_fragment_shader(ctx, TGSI_WRITEMASK_XYZW,
                       src_sampler_view->texture->target);
   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* drawing dest */
   memset(&fb, 0, sizeof(fb));
   fb.width = dst->width;
   fb.height = dst->height;
   fb.nr_cbufs = 1;
   fb.cbufs[0] = dst;
   cso_set_framebuffer(ctx->cso, &fb);

   /* draw quad */
   offset = setup_vertex_data_tex(ctx,
                                  src_sampler_view->texture->target,
                                  src_face,
                                  (float) dstX0 / dst->width * 2.0f - 1.0f,
                                  (float) dstY0 / dst->height * 2.0f - 1.0f,
                                  (float) dstX1 / dst->width * 2.0f - 1.0f,
                                  (float) dstY1 / dst->height * 2.0f - 1.0f,
                                  s0, t0, s1, t1,
                                  z);

   util_draw_vertex_buffer(ctx->pipe, ctx->cso, ctx->vbuf,
                           cso_get_aux_vertex_buffer_slot(ctx->cso),
                           offset,
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           2); /* attribs/vert */

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_depth_stencil_alpha(ctx->cso);
   cso_restore_rasterizer(ctx->cso);
   cso_restore_sample_mask(ctx->cso);
   cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_viewport(ctx->cso);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_aux_vertex_buffer_slot(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);
}
Пример #25
0
/**
 * Generate mipmap images.  It's assumed all needed texture memory is
 * already allocated.
 *
 * \param psv  the sampler view to the texture to generate mipmap levels for
 * \param face  which cube face to generate mipmaps for (0 for non-cube maps)
 * \param baseLevel  the first mipmap level to use as a src
 * \param lastLevel  the last mipmap level to generate
 * \param filter  the minification filter used to generate mipmap levels with
 * \param filter  one of PIPE_TEX_FILTER_LINEAR, PIPE_TEX_FILTER_NEAREST
 */
void
util_gen_mipmap(struct gen_mipmap_state *ctx,
                struct pipe_sampler_view *psv,
                uint face, uint baseLevel, uint lastLevel, uint filter)
{
   struct pipe_context *pipe = ctx->pipe;
   struct pipe_screen *screen = pipe->screen;
   struct pipe_framebuffer_state fb;
   struct pipe_resource *pt = psv->texture;
   uint dstLevel;
   uint offset;
   uint type;
   boolean is_depth = util_format_is_depth_or_stencil(psv->format);

   /* The texture object should have room for the levels which we're
    * about to generate.
    */
   assert(lastLevel <= pt->last_level);

   /* If this fails, why are we here? */
   assert(lastLevel > baseLevel);

   assert(filter == PIPE_TEX_FILTER_LINEAR ||
          filter == PIPE_TEX_FILTER_NEAREST);

   type = util_pipe_tex_to_tgsi_tex(pt->target, 1);

   /* check if we can render in the texture's format */
   if (!screen->is_format_supported(screen, psv->format, pt->target,
                                    pt->nr_samples,
                                    is_depth ? PIPE_BIND_DEPTH_STENCIL :
                                               PIPE_BIND_RENDER_TARGET)) {
      /* The caller should check if the format is renderable. */
      assert(0);
      return;
   }

   /* save state (restored below) */
   cso_save_blend(ctx->cso);
   cso_save_depth_stencil_alpha(ctx->cso);
   cso_save_rasterizer(ctx->cso);
   cso_save_sample_mask(ctx->cso);
   cso_save_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_save_stream_outputs(ctx->cso);
   cso_save_framebuffer(ctx->cso);
   cso_save_fragment_shader(ctx->cso);
   cso_save_vertex_shader(ctx->cso);
   cso_save_geometry_shader(ctx->cso);
   cso_save_viewport(ctx->cso);
   cso_save_vertex_elements(ctx->cso);
   cso_save_aux_vertex_buffer_slot(ctx->cso);
   cso_save_render_condition(ctx->cso);

   /* bind our state */
   cso_set_blend(ctx->cso, is_depth ? &ctx->blend_keep_color :
                                      &ctx->blend_write_color);
   cso_set_depth_stencil_alpha(ctx->cso, is_depth ? &ctx->dsa_write_depth :
                                                    &ctx->dsa_keep_depth);
   cso_set_rasterizer(ctx->cso, &ctx->rasterizer);
   cso_set_sample_mask(ctx->cso, ~0);
   cso_set_vertex_elements(ctx->cso, 2, ctx->velem);
   cso_set_stream_outputs(ctx->cso, 0, NULL, NULL);
   cso_set_render_condition(ctx->cso, NULL, FALSE, 0);

   set_fragment_shader(ctx, type, is_depth);
   set_vertex_shader(ctx);
   cso_set_geometry_shader_handle(ctx->cso, NULL);

   /* init framebuffer state */
   memset(&fb, 0, sizeof(fb));

   /* set min/mag to same filter for faster sw speed */
   ctx->sampler.mag_img_filter = filter;
   ctx->sampler.min_img_filter = filter;

   for (dstLevel = baseLevel + 1; dstLevel <= lastLevel; dstLevel++) {
      const uint srcLevel = dstLevel - 1;
      struct pipe_viewport_state vp;
      unsigned nr_layers, layer, i;
      float rcoord = 0.0f;

      if (pt->target == PIPE_TEXTURE_3D)
         nr_layers = u_minify(pt->depth0, dstLevel);
      else if (pt->target == PIPE_TEXTURE_2D_ARRAY ||
               pt->target == PIPE_TEXTURE_1D_ARRAY ||
               pt->target == PIPE_TEXTURE_CUBE_ARRAY)
	 nr_layers = pt->array_size;
      else
         nr_layers = 1;

      for (i = 0; i < nr_layers; i++) {
         struct pipe_surface *surf, surf_templ;
         if (pt->target == PIPE_TEXTURE_3D) {
            /* in theory with geom shaders and driver with full layer support
               could do that in one go. */
            layer = i;
            /* XXX hmm really? */
            rcoord = (float)layer / (float)nr_layers + 1.0f / (float)(nr_layers * 2);
         } else if (pt->target == PIPE_TEXTURE_2D_ARRAY ||
                    pt->target == PIPE_TEXTURE_1D_ARRAY) {
	    layer = i;
	    rcoord = (float)layer;
         } else if (pt->target == PIPE_TEXTURE_CUBE_ARRAY) {
            layer = i;
            face = layer % 6;
            rcoord = layer / 6;
	 } else
            layer = face;

         u_surface_default_template(&surf_templ, pt);
         surf_templ.u.tex.level = dstLevel;
         surf_templ.u.tex.first_layer = layer;
         surf_templ.u.tex.last_layer = layer;
         surf = pipe->create_surface(pipe, pt, &surf_templ);

         /*
          * Setup framebuffer / dest surface
          */
         if (is_depth) {
            fb.nr_cbufs = 0;
            fb.zsbuf = surf;
         }
         else {
            fb.nr_cbufs = 1;
            fb.cbufs[0] = surf;
         }
         fb.width = u_minify(pt->width0, dstLevel);
         fb.height = u_minify(pt->height0, dstLevel);
         cso_set_framebuffer(ctx->cso, &fb);

         /* viewport */
         vp.scale[0] = 0.5f * fb.width;
         vp.scale[1] = 0.5f * fb.height;
         vp.scale[2] = 1.0f;
         vp.scale[3] = 1.0f;
         vp.translate[0] = 0.5f * fb.width;
         vp.translate[1] = 0.5f * fb.height;
         vp.translate[2] = 0.0f;
         vp.translate[3] = 0.0f;
         cso_set_viewport(ctx->cso, &vp);

         /*
          * Setup sampler state
          * Note: we should only have to set the min/max LOD clamps to ensure
          * we grab texels from the right mipmap level.  But some hardware
          * has trouble with min clamping so we also set the lod_bias to
          * try to work around that.
          */
         ctx->sampler.min_lod = ctx->sampler.max_lod = (float) srcLevel;
         ctx->sampler.lod_bias = (float) srcLevel;
         cso_single_sampler(ctx->cso, PIPE_SHADER_FRAGMENT, 0, &ctx->sampler);
         cso_single_sampler_done(ctx->cso, PIPE_SHADER_FRAGMENT);

         cso_set_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT, 1, &psv);

         /* quad coords in clip coords */
         offset = set_vertex_data(ctx,
                                  pt->target,
                                  face,
                                  rcoord);

         util_draw_vertex_buffer(ctx->pipe,
                                 ctx->cso,
                                 ctx->vbuf,
                                 cso_get_aux_vertex_buffer_slot(ctx->cso),
                                 offset,
                                 PIPE_PRIM_TRIANGLE_FAN,
                                 4,  /* verts */
                                 2); /* attribs/vert */

         /* need to signal that the texture has changed _after_ rendering to it */
         pipe_surface_reference( &surf, NULL );
      }
   }

   /* restore state we changed */
   cso_restore_blend(ctx->cso);
   cso_restore_depth_stencil_alpha(ctx->cso);
   cso_restore_rasterizer(ctx->cso);
   cso_restore_sample_mask(ctx->cso);
   cso_restore_samplers(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_sampler_views(ctx->cso, PIPE_SHADER_FRAGMENT);
   cso_restore_framebuffer(ctx->cso);
   cso_restore_fragment_shader(ctx->cso);
   cso_restore_vertex_shader(ctx->cso);
   cso_restore_geometry_shader(ctx->cso);
   cso_restore_viewport(ctx->cso);
   cso_restore_vertex_elements(ctx->cso);
   cso_restore_stream_outputs(ctx->cso);
   cso_restore_aux_vertex_buffer_slot(ctx->cso);
   cso_restore_render_condition(ctx->cso);
}
Пример #26
0
void util_blitter_copy_texture_view(struct blitter_context *blitter,
                                    struct pipe_surface *dst,
                                    unsigned dstx, unsigned dsty,
                                    struct pipe_sampler_view *src,
                                    const struct pipe_box *srcbox,
                                    unsigned src_width0, unsigned src_height0)
{
   struct blitter_context_priv *ctx = (struct blitter_context_priv*)blitter;
   struct pipe_context *pipe = ctx->base.pipe;
   struct pipe_framebuffer_state fb_state;
   enum pipe_texture_target src_target = src->texture->target;
   unsigned width = srcbox->width;
   unsigned height = srcbox->height;

   /* Sanity checks. */
   if (dst->texture == src->texture &&
       dst->u.tex.level == src->u.tex.first_level) {
      assert(!is_overlap(srcbox->x, srcbox->x + width, srcbox->y, srcbox->y + height,
                         dstx, dstx + width, dsty, dsty + height));
   }
   /* XXX should handle 3d regions */
   assert(srcbox->depth == 1);

   /* Check whether the states are properly saved. */
   blitter_set_running_flag(ctx);
   blitter_check_saved_vertex_states(ctx);
   blitter_check_saved_fragment_states(ctx);
   blitter_check_saved_textures(ctx);
   blitter_check_saved_fb_state(ctx);

   /* Initialize framebuffer state. */
   fb_state.width = dst->width;
   fb_state.height = dst->height;

   if (util_format_is_depth_or_stencil(dst->format)) {
      pipe->bind_blend_state(pipe, ctx->blend_keep_color);
      pipe->bind_depth_stencil_alpha_state(pipe,
                                           ctx->dsa_write_depth_keep_stencil);
      pipe->bind_fs_state(pipe,
            blitter_get_fs_texfetch_depth(ctx, src_target));

      fb_state.nr_cbufs = 0;
      fb_state.zsbuf = dst;
   } else {
      pipe->bind_blend_state(pipe, ctx->blend_write_color);
      pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
      pipe->bind_fs_state(pipe,
            blitter_get_fs_texfetch_col(ctx, src_target));

      fb_state.nr_cbufs = 1;
      fb_state.cbufs[0] = dst;
      fb_state.zsbuf = 0;
   }

   /* Set rasterizer state, shaders, and textures. */
   pipe->bind_rasterizer_state(pipe, ctx->rs_state);
   pipe->bind_vs_state(pipe, ctx->vs);
   if (ctx->has_geometry_shader)
      pipe->bind_gs_state(pipe, NULL);
   pipe->bind_fragment_sampler_states(pipe, 1, &ctx->sampler_state);
   pipe->bind_vertex_elements_state(pipe, ctx->velem_state);
   pipe->set_fragment_sampler_views(pipe, 1, &src);
   pipe->set_framebuffer_state(pipe, &fb_state);

   blitter_set_dst_dimensions(ctx, dst->width, dst->height);

   switch (src_target) {
      /* Draw the quad with the draw_rectangle callback. */
      case PIPE_TEXTURE_1D:
      case PIPE_TEXTURE_2D:
      case PIPE_TEXTURE_RECT:
         {
            /* Set texture coordinates. - use a pipe color union
             * for interface purposes.
             * XXX pipe_color_union is a wrong name since we use that to set
             * texture coordinates too.
             */
            union pipe_color_union coord;
            get_texcoords(src, src_width0, src_height0, srcbox->x, srcbox->y,
                          srcbox->x+width, srcbox->y+height, coord.f);

            /* Draw. */
            blitter->draw_rectangle(blitter, dstx, dsty, dstx+width, dsty+height, 0,
                                    UTIL_BLITTER_ATTRIB_TEXCOORD, &coord);
         }
         break;

      /* Draw the quad with the generic codepath. */
      default:
         /* Set texture coordinates. */
         switch (src_target) {
         case PIPE_TEXTURE_1D_ARRAY:
         case PIPE_TEXTURE_2D_ARRAY:
         case PIPE_TEXTURE_3D:
         case PIPE_TEXTURE_CUBE:
            blitter_set_texcoords(ctx, src, src_width0, src_height0, srcbox->z,
                                  srcbox->y, srcbox->x,
                                  srcbox->x + width, srcbox->y + height);
            break;

         default:
            assert(0);
         }

         /* Draw. */
         blitter_set_rectangle(ctx, dstx, dsty, dstx+width, dsty+height, 0);
         ctx->base.pipe->redefine_user_buffer(ctx->base.pipe, ctx->vbuf,
                                              0, ctx->vbuf->width0);
         util_draw_vertex_buffer(ctx->base.pipe, NULL, ctx->vbuf, 0,
                                 PIPE_PRIM_TRIANGLE_FAN, 4, 2);
         break;
   }

   blitter_restore_vertex_states(ctx);
   blitter_restore_fragment_states(ctx);
   blitter_restore_textures(ctx);
   blitter_restore_fb_state(ctx);
   blitter_unset_running_flag(ctx);
}
Пример #27
0
/**
 * Draw a screen-aligned quadrilateral.
 * Coords are clip coords with y=0=bottom.
 */
static void
draw_quad(struct st_context *st,
          float x0, float y0, float x1, float y1, GLfloat z,
          const GLfloat color[4])
{
   struct pipe_context *pipe = st->pipe;

   /* XXX: Need to improve buffer_write to allow NO_WAIT (as well as
    * no_flush) updates to buffers where we know there is no conflict
    * with previous data.  Currently using max_slots > 1 will cause
    * synchronous rendering if the driver flushes its command buffers
    * between one bitmap and the next.  Our flush hook below isn't
    * sufficient to catch this as the driver doesn't tell us when it
    * flushes its own command buffers.  Until this gets fixed, pay the
    * price of allocating a new buffer for each bitmap cache-flush to
    * avoid synchronous rendering.
    */
   const GLuint max_slots = 1; /* 1024 / sizeof(st->clear.vertices); */
   GLuint i;

   if (st->clear.vbuf_slot >= max_slots) {
      pipe_resource_reference(&st->clear.vbuf, NULL);
      st->clear.vbuf_slot = 0;
   }

   if (!st->clear.vbuf) {
      st->clear.vbuf = pipe_buffer_create(pipe->screen,
                                          PIPE_BIND_VERTEX_BUFFER,
                                          PIPE_USAGE_STREAM,
                                          max_slots * sizeof(st->clear.vertices));
   }

   /* positions */
   st->clear.vertices[0][0][0] = x0;
   st->clear.vertices[0][0][1] = y0;

   st->clear.vertices[1][0][0] = x1;
   st->clear.vertices[1][0][1] = y0;

   st->clear.vertices[2][0][0] = x1;
   st->clear.vertices[2][0][1] = y1;

   st->clear.vertices[3][0][0] = x0;
   st->clear.vertices[3][0][1] = y1;

   /* same for all verts: */
   for (i = 0; i < 4; i++) {
      st->clear.vertices[i][0][2] = z;
      st->clear.vertices[i][0][3] = 1.0;
      st->clear.vertices[i][1][0] = color[0];
      st->clear.vertices[i][1][1] = color[1];
      st->clear.vertices[i][1][2] = color[2];
      st->clear.vertices[i][1][3] = color[3];
   }

   /* put vertex data into vbuf */
   pipe_buffer_write_nooverlap(st->pipe, st->clear.vbuf,
                                           st->clear.vbuf_slot
                                             * sizeof(st->clear.vertices),
                                           sizeof(st->clear.vertices),
                                           st->clear.vertices);

   /* draw */
   util_draw_vertex_buffer(pipe,
                           st->cso_context,
                           st->clear.vbuf, 
                           st->clear.vbuf_slot * sizeof(st->clear.vertices),
                           PIPE_PRIM_TRIANGLE_FAN,
                           4,  /* verts */
                           2); /* attribs/vert */

   /* Increment slot */
   st->clear.vbuf_slot++;
}
Пример #28
0
/**
 * Draw quad with texcoords and optional color.
 * Coords are window coords with y=0=bottom.
 * \param color  may be null
 * \param invertTex  if true, flip texcoords vertically
 */
static void
draw_quad(GLcontext *ctx, GLfloat x0, GLfloat y0, GLfloat z,
          GLfloat x1, GLfloat y1, const GLfloat *color,
          GLboolean invertTex)
{
   struct st_context *st = ctx->st;
   struct pipe_context *pipe = ctx->st->pipe;
   GLfloat verts[4][3][4]; /* four verts, three attribs, XYZW */

   /* setup vertex data */
   {
      const struct gl_framebuffer *fb = st->ctx->DrawBuffer;
      const GLfloat fb_width = (GLfloat) fb->Width;
      const GLfloat fb_height = (GLfloat) fb->Height;
      const GLfloat clip_x0 = x0 / fb_width * 2.0f - 1.0f;
      const GLfloat clip_y0 = y0 / fb_height * 2.0f - 1.0f;
      const GLfloat clip_x1 = x1 / fb_width * 2.0f - 1.0f;
      const GLfloat clip_y1 = y1 / fb_height * 2.0f - 1.0f;
      const GLfloat sLeft = 0.0f, sRight = 1.0f;
      const GLfloat tTop = invertTex, tBot = 1.0f - tTop;
      GLuint tex, i;

      /* upper-left */
      verts[0][0][0] = clip_x0;    /* v[0].attr[0].x */
      verts[0][0][1] = clip_y0;    /* v[0].attr[0].y */

      /* upper-right */
      verts[1][0][0] = clip_x1;
      verts[1][0][1] = clip_y0;

      /* lower-right */
      verts[2][0][0] = clip_x1;
      verts[2][0][1] = clip_y1;

      /* lower-left */
      verts[3][0][0] = clip_x0;
      verts[3][0][1] = clip_y1;

      tex = color ? 2 : 1;
      verts[0][tex][0] = sLeft; /* v[0].attr[tex].s */
      verts[0][tex][1] = tTop;  /* v[0].attr[tex].t */
      verts[1][tex][0] = sRight;
      verts[1][tex][1] = tTop;
      verts[2][tex][0] = sRight;
      verts[2][tex][1] = tBot;
      verts[3][tex][0] = sLeft;
      verts[3][tex][1] = tBot;

      /* same for all verts: */
      if (color) {
         for (i = 0; i < 4; i++) {
            verts[i][0][2] = z;   /*Z*/
            verts[i][0][3] = 1.0f; /*W*/
            verts[i][1][0] = color[0];
            verts[i][1][1] = color[1];
            verts[i][1][2] = color[2];
            verts[i][1][3] = color[3];
            verts[i][2][2] = 0.0f; /*R*/
            verts[i][2][3] = 1.0f; /*Q*/
         }
      }
      else {
         for (i = 0; i < 4; i++) {
            verts[i][0][2] = z;   /*Z*/
            verts[i][0][3] = 1.0f; /*W*/
            verts[i][1][2] = 0.0f; /*R*/
            verts[i][1][3] = 1.0f; /*Q*/
         }
      }
   }

   {
      struct pipe_buffer *buf;

      /* allocate/load buffer object with vertex data */
      buf = pipe_buffer_create(pipe->screen, 32, PIPE_BUFFER_USAGE_VERTEX,
                               sizeof(verts));
      st_no_flush_pipe_buffer_write(st, buf, 0, sizeof(verts), verts);

      util_draw_vertex_buffer(pipe, buf, 0,
                              PIPE_PRIM_QUADS,
                              4,  /* verts */
                              3); /* attribs/vert */
      pipe_buffer_reference(&buf, NULL);
   }
}